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Live Game Streaming Market - Global Forecast up to 2025

Live Game Streaming Market - Global Forecast up to 2025

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Live Game Streaming Market - Global Forecast up to 2025
Live Game Streaming Market -...
Report Code
RO9/122/1128

Publish Date
10/Jun/2019

Pages
75
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Table of Contents
1 Executive Summary
2 Industry Outlook
2.1 Industry Snapshot
2.1.1 Industry Trends
3 Market Snapshot
3.1 Segmented Addressable Market
3.1.1 PEST Analysis
3.1.2 Porter's Five Force Analysis
3.2 Related Markets
4 Market Characteristics
4.1 Market Ecosystem
4.2 Market Segmentation
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Growth in gamer viewership attributing to broadcasting Esports
4.3.1.2 XXXX
4.3.2 Restraints
4.3.2.1 XXXX
4.3.2.2 Need for streamlined financial model in game streaming industry
4.3.3 Opportunities
4.3.3.1 Evolution of blockchain based streaming platform
4.3.3.2 XXXX
4.3.4 DRO - Impact Analysis
5 Global Live Game Streaming Market' By Offering
5.1 Overview
5.2 Platform
5.3 Services
5.4 Hardware
6 Global Live Game Streaming Market' By Solutions
6.1 Overview
6.2 App-based
6.3 Web-based
7 Global Live Game Streaming Market' By Revenue Model
7.1 Overview
7.2 Subscription-supported
7.3 Ad-supported


8 Global Live Game Streaming Market' By Region
8.1 Overview
8.2 APAC
8.2.1 China
8.2.2 Japan
8.2.3 South Korea
8.3 North America
8.3.1 USA
8.3.2 Canada
8.3.3 Mexico
8.4 Europe
8.4.1 Germany
8.4.2 UK
8.4.3 France
8.5 RoW
9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product/Offerings
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A)
9.3.2 Expansions
9.3.3 Business Restructuring
10 Vendor Profiles
10.1 Amazon
10.1.1 Analyst Opinion
10.1.2 Business Analysis
10.2 Microsoft
10.2.1 Analyst Opinion
10.2.2 Business Analysis
10.3 Alphabet
10.3.1 Analyst Opinion
10.3.2 Business Analysis
10.4 Apple
10.4.1 Analyst Opinion
10.4.2 Business Analysis
10.5 Sony
10.5.1 Analyst Opinion
10.5.2 Business Analysis
10.6 Nvidia
10.6.1 Analyst Opinion
10.6.2 Business Analysis
10.7 Facebook
10.7.1 Analyst Opinion
10.7.2 Business Analysis
10.8 Tencent
10.8.1 Analyst Opinion
10.8.2 Business Analysis
10.9 Smashcast
10.9.1 Analyst Opinion
10.9.2 Business Analysis
10.10 AfreecaTV
10.10.1 Analyst Opinion
10.10.2 Business Analysis
10.11 Bigo Technology
10.11.1 Analyst Opinion
10.11.2 Business Analysis
10.12 Parsec Cloud
10.12.1 Analyst Opinion
10.12.2 Business Analysis
10.13 Vortex Cloud Gaming
10.13.1 Analyst Opinion
10.13.2 Business Analysis
10.14 Shadow
10.14.1 Analyst Opinion
10.14.2 Business Analysis
10.15 Douyu
10.15.1 Analyst Opinion
10.15.2 Business Analysis
10.16 Huya
10.16.1 Analyst Opinion
10.16.2 Business Analysis
10.17 Major League Gaming (MLG)
10.17.1 Analyst Opinion
10.17.2 Business Analysis
10.18 Dlive
10.18.1 Analyst Opinion
10.18.2 Business Analysis
10.19 GosuGamers
10.19.1 Analyst Opinion
10.19.2 Business Analysis
11 Annexure
11.1 Report Scope
11.2 Market Definition
11.3 Research Methodology
11.3.1 Data Collation & In-house Estimation
11.3.2 Market Triangulation
11.3.3 Forecasting
11.4 Study Declarations
11.5 Report Assumptions
11.6 Stakeholders
11.7 Abbreviations
12 Expert's Views

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